    #version 330 core
    out vec4 FragColor;

    in vec2 TexCoord;
    uniform vec2 texUVOffset;
    uniform vec2 texUVScale; 
    uniform sampler2D sequenceTexture;

    void main()
    {
        vec2 TexCoords = (TexCoord * texUVScale) + texUVOffset;
        vec4 TexColor = texture(sequenceTexture, TexCoords);
        FragColor = TexColor;
    }